The autopsy theatre I wish to create will be in the present day, although it will have been abandoned for about 10 years. This is a long enough time for there to be interesting decay with little to no actual structural damage to model in.
The focal point of the scene is the autopsy table, as that is what the entire room is built around. I will also create some jointed lights that will create arm-like shapes that will have an overbearing presence.
So I've got some concepts and a quick mock up, so any critiques/comments/tips would be greatly appreciated since this is rather new to me.
quick paintover
table concept
reference
Layout
theater chair, will be composed of wood.
the base of the autopsy table. Still really rough
Normal mapped sink, I put the AO into the diffuse just for kicks.
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Replies
Good start though, just curious about that.
I decided to remove the light attached to the table from the concept, as I will have the 2 overhanging arm-like lights anyway. I also added a drainage pipe to the bottom that I saw from another reference. Now I will have to make a little trench or something else to catch the liquid on the ground.
Oh and yes it will be present day. I'm going for a survival horror type environment. No steampunk, sci-fi, and/or fantasy in this.
And then the updated low poly:
I really should remove some of those edge loops around the vice-like crank, since I'm hitting 4745 triangles, and I feel I can clean it up a little without losing much quality. If anything stands out to be cleaned up, let me know.
I really don't know how I could get this down to 2000 without losing a decent amount of quality with it. And since it is the main of focus of the scene I really want it to look all pretty.
So I unwrapped the uvs, and baked the normals. I was having a real pain with baking, since the bolts on the feet of the table kept kind of smearing inward and just not looking right at all, So I figure I'll just try baking a few different bolt shapes to a flat plain, then merging them in in photoshop. Another problem area was the little indentations on the circular handle near the belt straps.
I also re-worked the shape of the chair a bit:
a few screen grabs. It's at about 2.2k polys now, but I'm sure I can optimize it a bit.
good luck its looking great!
There's a few errors I need to fix, but I'll do that tomorrow. I changed up the spokes to make to make it a bit more interesting. I also separated the pieces out, so that I can mirror the table part, remove spokes, or even have the seat part of the chair snapped off.
Unless,... you are doing zombie autopsies!
I've got some textures on a few things, but they still need plenty of tweaking. I've also been looking into key things people do to maximize texture space with environments. Pretty much it just seems that you want to have as few unique textures in a scene while still having the scene look interesting. That coupled with trim textures seem to get the job done.
to do list:
learn cool stuff in the material editor (flickering lights?)
texture. A lot.
Watch lighting tutorials.
I'm looking into vertex painting to break up the monotony of the wall texture, so any tips concerning that would be cool.
On a side note, I've got to create a character for my animation class, so I want to tie it into this scene. This is the first idea I came up with based off of a sketch, although it may be a little too ambitious considering I've just barely gotten finished with our first biped assignment, and I haven't done much organic modeling.
I think some more interesting lighting would benefit this a bit. Have some light shining in from the windows maybe.
I still haven't textured the x-ray machine, and the sinks. I also need to make the walls more interesting with some grunge decals and such. I'm still tooling around with some vertex painting as well. All in all, I feel it is coming together, albeit slowly.
Any suggestions are welcome.
If you are having trouble with lighting make sure that you have 'build with lightmass' checked under the build lighting tab. Also, make sure that you have a second set of UVs on the objects. To do that, right-click the object in the content browser, 'edit using static mesh editor', click mesh in the top left, 'generate unique UVs', then click apply in the bottom right.
And yes, jordan, depending on the settings, how many lights, and size of the light maps, it does take much longer to build
check this link.
http://eat3d.com/forum/general-discussion/udk-textures-look-strange-0
So I Set up my vertex painting tool and chipped away at the large walls a bit, made the smaller walls a bit more interesting, and worked on the x-ray a bit more. I'm not too pleased with it at the moment, but thought I'd post before beginning my Christmas break.
Maybe some missing ceiling tiles might be a good addition? or ring scratches to the railings?
If there is anything that you think could use some work, please don't hesitate to tell me. I need a new set of eyes on these.
Crit: Perhaps push the seats back on their walkways... there is a gap behind them that is not so useful game play wise, and the gap in front, the walkways, seem narrow and could do with a bit more girth...
There's so much bounce that the celing is actually brighter than the floor which is pretty distracting. The yellow lights around the table at the bottom also kinda don't make sense, they are just there but without any source. If the source is the cool looking movable spotlight/lamp it's not reading all too well. It just seems kinda ambient and there's no focal point right now.
I think if you broke one or two of the celing lights, gave them a quicker falloff and let some areas fall to almost complete darkness it'd definitely look a lot more ominous. You could also let the entire area with the table be almost completely black and then light up a streak across it with a bright spotlight coming from that adjustable lamp, maybe with it flickering on and off for extra sweetness. This will also make a really nice focal point for you.
edit: i did a quickie paintover to illustrate
-Gmax5: Well, the idea was that people were experimenting on either living people, zombies,, or some kind of creature in this building hence the straps...although I'm sure there was some anal probing
-XRevan23: I've done gone brokeded up some chairs for ya.
-tda: I really appreciate that you took the time to do a paintover. I think it kicked my ass in the right direction. I had set out with the intention of making some sort of conical light, but didn't really know a good way to go about it. I tried using the light shafts option on the spot light, but it only showed up in the preview and wasn't really what I was looking for anyway. I ended up making a new light material, and just applying it to a cone shaped piece of geometry, and I'm really liking the effect.
Anyway, here's what I got. Any more critique/comments very much welcome. I want to make this thing rock solid.
- It's really hard to get to know what the yellow stuff on the ground is, metal, organic? Some letters maybe but it's really weird.
- The overall scene textures are too noisy, especially on the walls, like said above, cracks and decals hardly make sense the way they are right now
- everything is super old and damaged thought the xray screens still work perfectly.
- the railing texture doesnt really look like metal and has a serious pattern issue, removing the pattern might fix it all in fact.
There's more but if you fix those I belive it'll improve greatly